Yog-Sothoth

You trace your ancestry to a terrible abomination of Yog-Sothoth. You take on a strange, writhing aura when you cast a sorcerer spell or use a Sorcerous Origin feature.

Proboscis

When you choose this origin at 1st level, your body and mind are twisted in imitation of Yog-Sothoth. You can grow a mouth on a stalk from your torso as a bonus action. If you make an unarmed strike by biting with this proboscis, it deals 1d6 piercing damage and has the light and finesse properties. At 6th level, the bite is treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. At 14th level, you automatically grapple a creature you hit with the bite attack of your size or smaller. The creature can escape as an action by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

In addition, you can speak, read, and write Aklo.

Whenever you make a Charisma check when interacting with worshipers of Yog-Sothoth, your proficiency bonus is doubled if it applies to the check.

Conjuration Knack

Starting at 1st level, you quickly master conjuration spells, and conjuration spells on the wizard spell list are sorcerer spells for you. At 1st level, 6th level, 14th level, and 18th level, you can choose one conjuration spell from the sorcerer spell list or the wizard spell list of a spell level you can cast and add it to your list of spells known. The spell doesn’t count against your sorcerer spells known.

Additionally, whenever you cast a conjuration spell, your image is twisted by planar energies. You briefly seem to fade and flicker like a flame and are lightly obscured until the start of your next turn.

Flickering Gate

Starting at 6th level, you can create a barely-visible connection between two areas by spending 2 sorcery points as an action. Each area is a 5-foot cube centered on points you can see within 90 feet of you and of each other. You (and only you) can move from within one cube to within the other by spending 10 feet of movement (as if moving 5 feet into difficult terrain). If a creature begins its turn in either location, it falls into the other location unless it succeeds on a Charisma saving throw against your spell save DC. If the destination would harm the creature simply by its arriving there, the creature has advantage on its saving throw. The connection lasts for as long as you concentrate (as if concentrating on a spell), up to 10 minutes.

Liminal Conjuring

Starting at 14th level, you draw upon the boundaries between worlds to protect yourself and creatures you conjure. Whenever you cast a conjuration spell, you can spend 1 sorcery point to become invisible until the end of your next turn or until you attack or cast a spell, whichever comes first.

Regardless of whether you spent sorcery points, if the spell conjured any creatures, those creatures each add your proficiency bonus to saving throws until the spell ends.

Living Gate

At 18th level, transdimensional energy infuses your being and twists your form in obvious ways. You become visibly alien, with features such as saurian legs tipped with circular pods instead of feet, and gain the following benefits:

  • Your type changes to aberration and you are no longer affected by spells and effects that specifically target humanoids (such as hold person).
  • You have advantage on saving throws against spells and magical effects.
  • For you, misty step and dimension door each have a casting time of 1 bonus action or 1 action, your choice at the time of casting.
Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.